Player Reference Sheet - v09 - 1
Player Reference Sheet - v09 - 1
Planning Forays Level 1 - Light Ban, 2 harm: The brigand succeeds with limited
effect and takes a minor ban. Usually bans equipment or
Players determine goal & opportunity, select an
type of equipment.
approach, provide the detail
Level 2 - Normal Ban, 3 harm: The brigand succeeds with
Dramatic Sow chaos and reap the rewards of confusion standard effect and takes a normal ban.
How will you command attention?
Level 3 - Desperate Ban, 4 harm: The brigand succeeds with
Subtle Remain unnoticed, slip past suspicion. great effect and takes a dangerous ban. Several actions, a
How will you remain unnoticed? major mechanic, or entire masks are banned.
Tactical Gain and hold an advantage, ambush cleverly. Level 4 - Final Ban: The brigand succeeds with extreme effect
How will you gain an advantage? and, when narratively appropriate, their character fades.
Move quickly, before your opportunity passes. *Note, a ban’s effect supersedes all other adjustments to
Rapid
How will you strike quickly? effect.
Disengagement Roll 4,5: A messy escape: You get away but there are consequences. Maybe you
take additional heat as you are chased across Cardenfell. Maybe a brigand
A disengagement roll can be made when running short on time for a Foray or two takes harm holding back enemies while retreating. Maybe
or when the group wants to abstract their exit strategy. something important is left behind or a side goal left unaccomplished.
Once the brigands have accomplished their goal for a foray, if nothing is 1-3: The skin of your teeth: You escape, but just barely. Everyone takes
standing between them leaving, it is often best for the GM to narratively harm, you max out your heat, or you leave behind something of vital
wrap things up and get the fiction to downtime. importance.
If something stands between the brigands and escape—they have yet to Remember: Any consequences gained from this roll can be resisted, harm
accomplish their goal but time is running short, or they wish to cut and can be reduced by armor, and brigands can protect others.
run on a foray before accomplishing their goal— use this mechanic.
IMPORTANT: A brigand cannot die or suffer permanent harm (unless they
choose to do so) during an escape. Do not threaten permanent
Start with 1d for pure luck. consequences, and do not subvert the foray by canceling out/rendering
moot their main goal with a consequence.
Add +1d for each ally or associate that can aid your escape. Mark any
associate you invoke for this.
Add +1d if you are in seditious territory, subtract -1d if the vampire
presence is strong here.
Subtract -1d if you have not yet accomplished your main goal.
Foray Payoff Downtime Actions
Each brigand starts with 1 free downtime action and may spend
Sedition: Influence, Organization, and Force for additional actions.
Scout Recover
Progress: Gather information with Receive aid from another, be it
+Effect. fae, brigand, or ally. Remove
● 1 tick: A minor success or set up for a future foray. highest ban.
● 2 ticks: A modest win or helpful action.
● 3 ticks: A major victory or a crushing blow to your foes. Spread Sedition Reconnect
● +1 tick: Accomplished an objective or fulfilled a need after Spend your downtime working Spend time reconnecting with
discussing with an ally or community. to spread sedition. your bonds.
1-3: no effect, 4/5: 1 tick, 6: 2 Roll dice equal to your lowest
Heat: ticks, critical: 3 ticks attribute. Recover s tress equal
to the highest die rolled.
● 0 heat: Smooth & quiet; low exposure.
● 2 heat: Contained; standard exposure.
Force
● 4 heat: Loud & chaotic; high exposure.
● Add +1 heat for a high profile or well connected target. Add Hone Equipment Command Cohort
+1 heat if the foray or conflict took place in a high security
Add the fine tag to one piece of Gain the assistance of a cohort
location. Subtract -1 heat for each action taken to reduce
equipment. This tag is removed of allies for a single mission.
exposure.
at the end of a foray in which Cohort is dismissed after
the equipment was used. mission is accomplished
Requisition Asset
Gain the use of of a unique item or asset for one foray
Masks
Lies is the oldest mask, the teacher and instructor of its
During each Foray, you will choose one of the brethren. It was made when the world was young, worn by
following Masks. the first shamans to speak of things that were not; to teach
things that could be; to explain the darkness of the world and
The Mask of Terror was born of fear and pain. The fear of the add tinder to the thin flames of hope and progress. It has
lash, the bludgeon, the rent, and starvation. But fear can lived so very long, and it knows when a lie will heal, when the
become strength as easily as it becomes hate. Terror can be truth will cut. But its work is never done; there is always
righteous, instilled into the hearts of oppressors like a shock, another story, another performance, another moral to be
a jolt of sudden animal empathy. It can be a shield to guard learned, another lesson to teach. Won’t you help it at its
the oppressed, to give the masters pause, or to force the work?
boss, the foreman, the lord to consider the dangers of
pushing a populace too far. Suggested Roles: Defensive, Deception, Social and Stealth
Suggested Roles: Defensive, Assault and Social Potential Looks: Grinning, laughing mouth; a crown of
branches or antlers; jeweled, emerald eyes; twisting golden
Potential Looks: Sharp, twisting vines; fierce, circling horns; filigree over amber-colored wood
wide maws, grinning with razor-sharp teeth
Riot is multitudes. Forged of many trees, many branches,
Torment is agony and relief, suffering and mending. It is the many magics. They speak in echoing voices, a cacophony of
necessary pain: the sharp knife that cuts out the caustic riotous sound. They are the voice of the unheard, the agitator
tumor, the pinprick of the suture that closes the wound, but of action, the spark that lights the flame. They urge, they
also the aloe that soothes and the bandage that protects. It cajole, they sway and persuade and never, it seems, shut up.
was made to help its brethren, to keep them safe, to protect They are perpetual action, almost exhausting in their thirst
and heal where it can. It loves all and cares for all, enough to for justice, for the end of villainy, for the blood of the wicked.
urge the end of those that are past all hope of redemption. A They have such things to tell you, to tell the world. Wear Riot,
quick blade is its mercy; it does not kill with joy, but with and let your voice, and the voice of multitudes, ring out for all
sorrow. The greatest torment is its own, but only slightly less to hear.
will be the suffering of the oppressor.
Suggested Roles: Aggressive, Social and Assault
Suggested Roles: Defensive, Stealth, Assault and Social
Potential Looks: Fiery reds and oranges; orbs of flame for
Potential Looks: Tears of azure lapis lazuli; a face twisted in eyes; branching horns, tipped with smoldering embers
permanent grief; sharp thorns and knotted branches
Potential Looks: Red tears, gashes. Spikes and twisting
tattoos, ram horns, sharp antlers, crimson flowers
Weapons Leather Armor: Soaks 1 harm. Treated leather absorbs impact but
is easily pierced [2 Load]
Blades and Melee
Chainmail: Soaks 1 harm. +1d to resist. Linked chain allows for
A Blade or Two: Small daggers, knives, and shortswords [1 Load]
maneuverability while remaining protected [3 Load]
Blackjack: A dull, hefty bludgeoning weapon [2 Load]
Plated Jacket: Soaks 2 harm. A jacket with metal plates sown into
Longsword: A deadly weapon hearkening back to the Old Kingdom the lining. Somewhat cumbersome to wear, but provides good
[2 Load] protection [3 Load]
Spear: Cheap, disposable, highly illegal piercing weapons. [3 Load]
Tools
Lantern: Lights up dark corners of the night [1 Load]
Firearms
Flintlock Pistol: A very short ranged weapon capable of Censer: A vessel for burning wood attached to a sturdy chain [1
penetrating most types of armor [1 Load] Load]
Flintlock Rifle: Likely the most accurate and deadly weapon in the Manna Wood: Provides limited protection from vampiric senses [1
world, also the slowest to reload [3 Load] Load]
Bows Burglary Kit: All the necessary tools for breaking and entering [1
Crossbow: Accurate, slow, and simple [3 Load] Load]
Hunting Bow: Homemade, risky, and short-range [3 Load] Tinkering Tools: Metal instruments for both detail work and heavy
maintenance [2 Load]
Shortbow: Requires Hunt. Finely made, short-range, and deadly [3
Load] Demolition Tools: Packets of saltpeter, timing mechanisms, and
vials of various alchemicals [2 Load]
Longbow: Requires Hunt. Cumbersome, long-range, and powerful
[3 Load] Subterfuge Supplies: Capes and cloaks with a bit of coal paint [1
Load]
Shields and Armor
Climbing Gear: Rope, rigging, pitons, and a hammer [2 Load]
Buckler: +1d resist. Requires Finesse. A small shield, easily carried
on a belt [1 Load]
Contraband
Heavy Round Shield: +1d resist. Cumbersome, unbalanced, simple Ash Wood: Resupply. The wood of ash trees can cause grievous
to use [2 Load] harm to vampires, and its smoke can hide one’s presence from
their supernatural senses. Ashwood is highly controlled, and Once the research project is complete, the player can produce a
carrying arrows made of it is a crime punishable by death. [1 Load] prototype based on the Crafting rules, with an additional segment
for each point of magnitude (rounded down to nearest even
Blackpowder: Resupply. The ideal substance for making bombs number).
and ammunition for firearms, as the much more common saltpeter
creates more smoke than it does explosive force and tends to foul a Once a prototype i s produced, any player with access to the
firearm’s mechanisms quickly. [1 Load] blueprints can craft the item without the “no blueprint” penalty so
long as the item’s craft does not rely on oral tradition.
Crafting
Crafting involves completing long-term projects. Default starting
clock size is 4-segment. Segment amount varies based on:
● +2 item is complex
● +2 no blueprint exists, relies on oral tradition
● +2 no drawbacks to item
● +2 item requires illegal components or is illegal, such as
black powder or ashwood
● -2 all resources are easily accessible
● -2 if you tick the Resupply clock
● -2 Conclave can assist